GS:Rogue Tactics v0.7.0 – Redone skills, added socks and more!

Alright, let’s do two version in one! Cause that’s really what this is, version 0.6.0 is currently out and is used in a public-beta test AS I TYPE THIS! .. strange.. BUT I’ve been working on the v0.7.0 update for a few days already, and that’s what this update contains!

Can you still follow this? okay, so this is the Patreon update, which contains all the stuff that’s currently in the beta, plus a few big changes on top of that. I decided to completely redo the skills-screen and removed the skill-tree-interface-navigation style and replaced it with a much faster: here’s three random skills, pick the ones you want! Which is pretty much how I also did it in Meganoid2017, and I prefer the choice it gives, the faster pace it has to the gameplay, and also that it’s easier for new players to get into.

I also removed a bunch of text and replaced some text with small animations, so most of your special operations (placing C4, saving people, hacking, etc) are now shown with a nice little animation instead of boring text to read.

So grab the Patreon build if you are a Patron by following this link, or Wishlist the game and come hang out in Discord.gg/Orangepixel to play the public-beta all weekend (and the chance of winning a free copy on release by playing the duck-hunt game in the discord!)

Full change list, both versions combined:

added: when hiding, bullets and explosions don’t harm you

added: elixer and drink are now use-ables instead of instant usage (need to select them from inventory)

added: redid the pause screen to fit more with the rest of the interface style

added: Animations to replace text for mission actions

added: crates now also take damage if dropped

added: Spy-documents missions

added: random scenery items

added: new Skill interface – turned into a more random/rogue-like approach to skills

added: Skill to increase your backpack

added: chopper as exit for animations instead of weird door

added: exiting a building without having alarms triggered at all adds extra XP

added: snakes are now improved and working better

added: show prices of items we can’t buy

Fixes and changes:

fixed: foliage remained (floating) even when floor underneath was gone

Orangepixel (@orangepixel) is a Dutch one-man game developer comprised of Pascal Bestebroer, with help from Aline on social-media and support, and freelancers like musician Gavin Harrison (@GHarrisonSounds), artwork artist Scott Tykoski (@ScottTykoski) and others.